The Evil Within: The Consequence

From Henry's personal library

It's still more terror than the base game. However, they brought back the confusion between action and stealth.

The story continues from the previous DLC. The reality shifts between different places and the red ambient light reminded me of Control and its storyline about other dimensions. There are real world objects, rooms and corridors, but the surrounding space shifts without warnings and the player is suddenly into another place.

When the police station section ends the player is on the roof of a building. That's ch 11 in the main game. That's also where the main game tried to be The Last of Us. One of the biggest flaws in storytelling in this game is how abrupt some events are. The main char happens to find ammo in this section, which she didn't had previously. At the end of the rooftops section she walks over a bridge with a bright light at the end, which later reveals itself as that monstrosity with a spotlight. This is very confusing because in previous sections you had to hide from that monster, but now you have a pistol and ammo to fight back. This mini boss is rather confusing because you have to hide from the monster's light and also shoot at its light to defeat it. If you shoot at the back of its head or when the spotlight is closed off you don't deal any damage.

At the beginning of ch 4 she loses her gun. The bus crash isn't shown and when she gets herself up the gun falls off the building. The plot has these abrupt moments with stupid excuses to remove the gun or the ammo from the player. Remove or give it out of nowhere. The same thing happens with the flashlight. When the flashlight is given back to the player they made it so sudden that at first I didn't notice that the flashlight was the source of the light illuminating the wall with the red sign. My first reaction was to throw the chemical lights at the wall in hopes of making the sign reveal the passage. Only then I looked at the source of the light and noticed that the flashlight had returned.

The last boss is the mysterious man and the fight is a drag because it mixes up action and terror in a way that didn't played well. Your weapon is a shotgun with one shot, then reload. The place is dark and you can't see where you are heading to. You are forced to aim your flashlight at red signs to reveal shotgun ammo to pick up. Even Alan Wake didn't had boss encounters like this. The devs clearly couldn't decide on what type of game they wanted to make.

Goofs (who wrote the script?)

In the scene where a zombie fires at you from a moving platform. Who is controlling the platform? There are no switches on it.

Ruvik manifests his presence through paintings and to defeat him you burn down the paintings. Incidentally, they placed piles of burning debris right next to them. If Ruvik created this whole virtual world, how can he suffer burns while possessing paintings? It doesn't make sense.

In the last time Ruvik tries to possess Leslie you save him just for Leslie to enter another room with yet another painting trying to possess him. Without zombies nearby you proceed to burn down yet another painting, but this time you are interrupted by claws emerging from the ground. Ruvik attempts to force Leslie to shoot you with your own gun, but Leslie regains sanity for a brief moment just to shoot at Ruvik's head on the painting. Couldn't they have written something better than this?

If you can pick up a burning stick to burn down the paintings why can't you do the same to the enemies? It contradicts the base game.

In the second part of ch 4 the writing created an absurd scene. When you are about to kill a zombie from behind, he suddenly turns around and fires the shotgun at point black range. The main char dodges it, then gets up from the floor, pulls the shotgun from the zombie's grasp and kills it. WTH? Who wrote this scene? After this you have to use the shotgun to blast open a door and by doing this more zombies come at you. It's the same confusion between stealth x action that happens in the base game.

The second time you have to hide from that monster with a spotlight while you are waiting for the power to be restored, they inserted a stupid joke "Listen to this music while you wait for the door to be opened".

Why can't you fire at the explosive monstrosity inside the ventilation ducts if you have a gun when you encounter them?

When you defeat the final boss the shotgun simply disappears and you have your pistol back, magically. I have the impression that they pre rendered the cinematics and during the development cycle things changed, but they didn't record new cinematics to match the changes.